Transcripts
1. Introduction: Hello, my name is Richard and welcome to my very first class. In this class, we will be modelling a toy truck using some of the basic modelling tools found inside the blender to 0.9. This will be part of a series of classes in which we will go on to shared at textures and render our model I0. By following this class, you will see how easy it is to get great results out to a blender and have the knowledge and confidence to start making your own 3D models used in this fantastic software. So let's jump straight in and get started.
2. Adding the Reference Images: Okay, let's get started In this lesson, we will load the reference images for our model. I'm just going to clean up the same before we start. So I'll left-click, select the camera, hold Shift, left-click select the light, keyboard shortcut X, and I'll choose Delete. Now I'm going to be modeling the toy truck to real-world dimensions. So we need to change the default units of measurement that blend a little joke which is meters to centimeters. Let's head over to the same properties tab. And on the units, I'm going to change the length from meters to centimeters. We're now going to use the cube to scale our reference images. So I'll go ahead and re-select the cube. I've already worked out the dimensions for the toy truck. So let's open up the transform menu. That's N on your keypad. And I'm going to change the x value, which is the width to eight centimeters. I'll change the y-value, which is the length to 20.5 centimeters. And I'll change the zed value, which is the height to 9.1 centimeters. I'll go ahead and close up the transform menu now that's keyboard shortcut. And then I'm going to bring the object back into view while it's still selected using view and frame selected. I'm also going to change the grid spacing which is currently set to meters. So I'll go to the viewport overlays tab down to scale. I'm going to set the value at 0.1. That will make each of the grid squares now ten centimeters. We need to see the reference images through our object. So to do this, you're going to activate x-ray mode. The shortcut for that is Option or Alt Z. Let's now going to right view. That's three on your numpad. And we're going to load the first reference image. So shift a. Let's scroll down to Image and choose reference. You now need to navigate to the reference images folder in your files folder for the project. And let's load psi dot PNG. The next thing we need to do is to scale this reference image. I'll use shortcut S for scale. And you can now see that we have a faint dotted line between our mouse cursor on the image. And let's drag our mouse to scale in the image. Press and hold shift for fine adjustment. And then left-click to apply. I'm going to move this image slightly in the z-axis. So that's G for move, followed by zed to move in the z axis. And let's just move the image slightly and it looks okay. Let's now go into top view. That's number 7 on your numpad. And let's load the top reference image so that shift a image reference, chopped dot PNG, load reference image. Again, we're going to scale this image that's shortcut S for scale. And drag our mouse to scale the reference image. Hold shift for fine adjustment and then left-click to apply. Next we'll go into front view that's worn on your numpad. Let's load the front reference image that shift a image reference, front, load reference image. Again, let's scale that. That's S for scale. And then we'll drag our mouse until they image matches up with the object. Shift for fine adjustment. Okay, We'll move the image slightly in the x-axis, that's G for move followed by x. And let's also move the image in the z-axis. So that's G for move followed by said. And we'll just move the image down slightly. Okay, Next middle mouse button to scroll around in perspective view just to check our images and you can see that the front image still doesn't quite match up with the side image. Select scale that in the z axis. So as S for scale, followed by said. Now it looks okay. Okay, we now want to move the image is cleared of our objects so we can begin the modeling process. So with the front view still selected G for move followed by Y. And let's move the front image in the y-axis only cleared of our object. While we're at it. Let's go into the Object Data Properties. Select a passage a, and let's change the opacity of the image to 0.3 will also rename the image. So let's rename this from REF. Okay, next we're going to move the side image clarity of our object. Select the side image J for move, and we'll move on the x-axis. Again, we'll set the opacity. So I'll take the opacity box 0.3 and let's rename this side. Href will select the top reference image, g for move, followed by z to move in the z axis. And let's move that down clear of the object. Take the opacity 0.3, and then I'll rename this top reference. Don't want to be selecting any of the images while Stan modelling. So to prevent this from happening, Let's go over to the Filter tab. Scroll down and let's activate restriction toggles selectable, that's this small arrow icon. And then for each of the reference images, Let's de-select them. Were now unable to select any of the reference images, but we can still select our object that will prevent us from accidentally move in anything while swear modeling. So let's just check the images. So one for from Vue 3 on your numpad for side view, and then seven on your numpad for top view. Look. So okay. I'll press Shift and middle mouse button just to centralize the objects a little bit. And then let's go ahead and save our work. So File Save As. And let's choose toy truck. And then click Save As. Okay, that's it for this lesson. In the next lesson, we will model the floor of our toy truck. I'll see you there.
3. Modelling the Truck Floor: In this lesson, we are going to create the floor of our toy truck. And to do this, we're going to use the object we use for our reference image. To begin with, I'll open up the transform menu last keyboard shortcut N. And you can say on this scale that we are various values. That's because we changed the dimensions of the original cube and as a result, we've affected its scale. So we now want to let blend and know that we are happy for the new dimensions to be applied and that this will be the stat in scale of our object. Head over to the object tab. Scroll down to Apply scale. And you can now say that the scale as being resetting all of our axes. Go ahead and close the transform menu. We now want access to the individual components that make up our object, that being the vertices, the edges and faces. To do this, let's go into edit mode. That's the Tab key on your keypad. And you can now say that we can select the vertices. Toggle, Edge Select, and select the edges of toggle Face Select and select the faces. Let's toggle back to vertex select. And I'm going to go into right view last three on the numpad. And left-click drag, select all of the vertices, j from o followed by zed. And let's move them down to match our reference image. Left-click to apply the move. Left-click, drag, select the bottom vertices G for move, followed bys that movement, the zed axis only move them up. Left-click to apply the move. We're now going to add extra geometry to make the whale openings. So to do this, we're going to use the loop tool that's Control. R can affect where the leukotriene is placed by hovering your mouse over the various edges. Just make sure that you have a vertical line. Then left-click once. And let's drag our mouse until the line matches up with our reference image. Left-click to apply. Again, we'll place another local control. Left-click once, and drag. Left-click to apply. Control. Left-click and left-click to apply. Let's now go into top view. That's seven on your numpad. And we'll left-click and drag select all of the right. Some vertices will move them in the x-axis, so on. And that's G for move followed by x. And let's move them to match up with the reference image. I'll open the move operator panel and let's just change the value from minus 1.48, minus 1.5, that we'll just round up the fingers. And then let's head into face. Select middle mouse button to scroll around in perspective view. And let's grab this face hold Shift and this one back into top view. And we're going to use the extrude tool that shortcut on your keypad. And let's move our mouse and extrude those. Left-click to apply. We will round up the move to 1.5 centimeters. Now let's add a bevel to create the curve of our wheel opening. Let's go into edge mode. Select this edge. Control B for bevel. Move the mouse slightly to create the bevel, left-click ones. And then in the operator panel will change the value to 1.3 centimeters, the segments to 12. And then let's go to top view. And we'll click and hold inside of the ship parameter. And we'll set the curvature of the bevel. That looks about right. Left-click to apply that bevel. Okay, let's select this edge and let's bevel again, Control B. Left-click ones. And we'll change the value to 0.5 Segments to eight. And then let's change the shape to 0.5. Back into Chop view. Left-click to apply the bevel. That looks okay. All right. Let's apply a bevel to the inside of the whale open in one there. Hold Shift to select the next edge controlled BY. And let's move our mouse to the bevel appears left-click ones will make the width 0.2 segments six. And we'll leave the ship at 0.5. Let's left-click to apply the bevel. Let's go ahead and hold Shift and middle mouse button to actually centralize our work. It's about of edit mode. And then let's right-click on our object and let's choose shared smooth handover to the object data properties and under normals, activate auto smooth. Tap back into edit mode. We're going to chop view non patch seven, centralize everything. Let's turn on vertex select, and let's left-click and drag and select all of the left-hand vertices. Let's turn on the snap tool, and let's move the vertices in the x-axis, such G for move followed by x. And let's move them to this center line. You can see that we've moved now far centimeters. Let's go into first select middle mouse button to scroll around. And then with these four faces selected, let's right-click and choose delete faces. Let's go back into Chop view and then over to the modifier panel. And let's add a mirror modifier. Let's just make sure that that's being applied l tab out of x-ray mode, and that's all taught options. It will also turn off the overlays. Make sure that the mirror as being a plaque correct. Color that looks okay. Okay. Let's add another modifier. We're going to add a bevel modifier. Let's open up the shading tab for the bevel modifier. Let's activate had a normal's. What this will do is this will smooth the transition between the original mesh and the bevel. Let's then crank up the segments to two. And we'll set the amount to 0.3. Lectures. Make sure everything's okay. That looks good. Let's bring back the reference images. And we'll tap out of edit mode. And then let's save our work. So File Save As I'm going to save this as a different file shall services toy truck to Save As. And I think that will do it for this lesson. In the next lesson, we will make the cap the body of the truck. And I'll see you there.
4. Modelling the Truck Body: In this lesson, we are going to be creating the body of our toy truck. To begin with, let's turn off the snap function from the previous lesson. We also need to make sure that the 3D cursor is set to the grid center. Let's do that. Use Shift S and choose cursor to world origin. Now going to top view, that's seven on your numpad. I'll activate x-ray mode, thus alter options at. And then let's go ahead and add a mesh cube that shift a mesh tube. I'll change the size to five. And then let's tap into Sackville the right view, that's three on your numpad. And then let's toggle into edit mode. That's the Tab key on your keypad. Unless activate vertex select. I'll go ahead and left-click drag select all of the left-hand vertices. And we're going to move them in the Y-axis. G for move followed by y. Let's move them to the front of the truck body. I'll then left-click, drag, select the right-hand vertices, and let's move them again in the y-axis, that's G for move followed by Y, will drag those out to the rear of the body. Left-click to apply. And then I'm now going to add some extra geometry to the body, the same as we did with the troop floor. I'll use the loop cook function to do that. That's Control. Left-click one's a plus one here at the bottom of the windshield. Control. Left-click. Plus one at the top of the windshield control. Plus another one here, the rear of the cab. And then control. And let's play this one. Here. Left-click, drag, select all of the top vertices, and I'm going to move them all in the z-axis. That's G for move followed by z. Let's move them down to match the lowest point of the truck body. Left-click to apply middle mouse button to scroll round. And I'm going to toggle Face Select, and select this fish hold Shift. I'll select this first swan and this one back into rad view. And then let's extrude these phases. So that's E for Extrude. And let's drag our mouse until the edge matches up with the front of the truck. Left-click to apply. Let's toggle back into Vertex select. And let's left-click drag and select these four vertices, G for move followed by set. And let's move them in the zed axis only to match it with the bottom of the windshield. Left-click to apply. Next, I'm going to left-click drag and select these three vertices. Again, G for move followed by said. And let's move them up to the top of the windshield and the top of the truck body. Left-click to apply. Okay, and middle mouse button now, and let's scroll around in perspective view. Let's toggle fair select, and select this face. Back into rad view. Let's extrude that first outputs. So that's E. For Extrude, I'll move the mouse. So we match up with our reference image and left-click to apply. To scroll around to make sure everything looks okay. I'll toggle out of x-ray mode that's alter our options that and that's looking okay. Let's just going to right view again to make sure that the truck body is his imposition above the bass. So much to scroll in. I'll hold Shift and middle mouse button just to centralize everything in, you can just say the reference image through our model. So let's just tap into object mode. And then we'll move the body down in the zed axis zone. And that's G for move followed by said. Just move it down ever so slightly. Left-click to apply. I'll scroll back out using the middle mouse button. And then press and hold the middle mouse button to just round. Okay, let's right-click on the object while we're still in object mode and select shared smooth. We'll now go into the normals tab and again choose ultra smooth. And then let's add a bevel modifier just to smooth all these sharp edges on the truck body. So let's go into the Modifier Tab, add modifier and add a bevel modifier. I'll change the amount to 0 to change the segments too far. Let's open up the shading tab and select had animals might show up and up the geometry tab. And for my two out, so let's choose. Ok. And you can say that we do have the bevel, however, it's quite pinched in this area. So let's go back over here and choose today select Loop slide that will just make all the bevels quite even look so okay. I'll left-click in our workspace to de-select everything. Let's just scroll out. Good, while we're at it, let's go ahead and rename our objects. I'll rename this truck body. And let's rename the truck flaw. And then let's go ahead and save our file. Save, Save As. And I'll choose toy truck three. Okay, I think that's it for this lesson. In the next lesson, we will model some more of the detail of our toy truck. So I will see you there.
5. Modelling the Exhausts & Trailer Pivot: In this lesson, we will make the exhaust for our toy truck and also make the trailer pivot. So when we add the mesh to our scene, its location is determined by the position of the 3D cursor. So you can see here that tau 3D cursor, this red, white, and black cross, is currently positioned at the world origin of our sane. That's the intersection of the x, y, and z-axis. I'll add a sphere to the same. And you can see now that she's origin is placed at the 3D cursor. I'll undo that and select the 3D cursor here. And then left-click in our mouse anywhere in the same, we'll position the 3D cursor. And you can see when we reload the sphere, it is placed out the 3D cursor. I'll undo that and then using Shift S, I will place the 3D cursor bucket, the world origin. Let's go into top view and activate x-ray mode. I'll zoom in using the scroll wheel and new shift middle mouse button to get a better view. You can see the reference image isn't perfectly accurate. So let's use the large circle as a guide and left-click somewhere near the center. Then add a mesh cylinder. I'll leave the vertices set to 32. I'll change the radius to 0.5 and then the depth just 6.5. Next, inter-arrival or move the cylinder in the z-axis to match the reference image. Struggle out of x-ray mode. And then I'll zoom in and make sure that the base of the cylinder is on top of the truck flaw. That's okay. I'll right-click and choose Shade Smooth. And let's take our tour smoke from the object data properties. We'll also friendly selection. Much tab into edit mode and make sure that fish select is troubled. Let's select the top face. And then to make a smaller cylinder of the exhaust, I will add some geometry using the inset tool. Going to top view when activates x-ray mode. Using shortcut tie on your keypad. Drag the mouse until the geometry matches closely with the smallest circle of the reference image. Let's change the value to 0.25. With the face still selected going to arrive you unless extrude this phase, keyboard shortcuts a. And let's match this to our reference image. I'll toggle out of x-ray mode. Let's now bevel, this edge will bevel this one, this one. And I think we'll also bevel this one to toggle edge select. And let's select these edges while holding shift. In the Select menu, Let's scroll down to select loops and choose edge loops. So control bay for the Bevel tool and let's just drag our mouse until the bevel appears. And then I'll set the width to 0.06 and segments to three. Now let's make it that far. Left-click to set the bevel and then tap into object mode. So instead of modelling this, again, we can use a mirror modifier like setting today from view. And with the cylinder still selected, we'll add a mirror modifier. Now it doesn't look like anything has happened, but the myriad objects is there. The murder happens around the object origin in the axis of our chosen and at the moment, which is sitting right on top of the cylinder. So we can measure this in a few ways. We could go back to box select and using shortcut Shift S set the 3D cursor back to the world origin. Then in the object menu set the origin, the center of our object to the 3D cursor like this, you can now see that the object is mirrored in the x-axis as we require, okay, along doula. Quick way to do this is to use an object in our scene as a center for the mirror modifier. Tap on the mirror objects, left-click the small eyedropper and other over the objects in your scene. You can say that the object name appears and you can choose which object you want to use as the Miller Center. Let's choose the truck body. And you can now see that the mirror as applied. Another way is to click inside of the mirror object box and choose the truck body from the Okay, let's go into top view and toggle x-ray mode. Let's also select the 3D cursor. I'll reactivate snap and also toggle absolute grid snap. When we now left-click and hold, we can move the cursor and it will snap to the grid lines. I think he will be fine. We can turn off grid snap for now. Now let's add a mesh cylinder for the trailer pivot. I'll set the radius to 0.4 and the depth to 2.5. Let's go into arrive. You will move the cylinder in the z-axis to match the reference image. I'm going to leave this part-way into the troop flaw. I guess with a real model, this troop flow would probably be drilled and the pivot glued into this. So let's leave it like that. Toggle x-ray mode and then right-click and choose Shade Smooth will also toggle auto smooth. Let's tab into edit mode and make sure edge select these toggled on. I'll select this edge. And in the Select menu, choose edge loop. Control B, and drag the mouse until the bevel appears. Again, let's use a value of 0.06. And I will leave the segments that for left-click to apply will tap out of edit mode and Shift Edge to put the 3D cursor back to the world origin. Before we finish, let's rename our objects. I'll rename this one pivot. And let's name this exhaust. Let's also save our progress. I'll save this as toy truck far. Okay, that should do it for this lesson. In the next lesson, we will model the way latch of our toy truck, and I'll see you there.
6. Modelling the Wheel Arch: In this lesson, we will create the wheel arch for our choice stroke. So I'm going to right view and activate x-ray mode. And let's zoom in on the wheel arch. There are times when it is quite obvious which starts in mesh will best suit your model or the times you will just have to experiment to see what works. So further away large, I'm going to start with a mesh cube. I'll select the cursor. And let's place it's approximately the center of the wheel. Let's now add a mesh cube and change the size to five centimeters. And then let's tab into edit mode. There are numerous ways to add geometry, and so far we've used the loop, bevel extrude and the inset tools. I'll toggle edge select. It looks like that's already on. And then let's left-click drag, select these edges. To create this high point. We're going to add geometry vertically down the middle of the cube. Right-click and choose sub-divide. I'll toggle vertex select. And let's start moving the vertices to match our reference image. I left-click and drag select these vertices and move them in the z-axis to match our reference image. Let's select these left damn vertices and move them in the y-axis. I'll select these hold Shift and these, Let's move them in the z-axis. I'll just move this one down a little bit more to match the reference image. And then let's left-click drag, select all of the bottom vertices and move them in the z-axis. Toggle x-ray mode. And let's just have a clausal to make sure that such on the floor. Let's move them bit more. And let's go into from view. Zoom in on our wheel arch. And let's toggle x-ray mode. Left-click and drag, select all of these rights, some vertices, and move them in the x-axis to match the reference image. And it's also select these and move them in the x-axis of toggle x-ray mode and just make sure that they're up against the body. So g x for moving in the x axis, and let's just line them up. Let's go back into review and then toggle x-ray mode again. We now need to create this curve for the way large. We could subdivide this a manipulated the vertices to match it with the reference image. However, an easier way is to use a modifier. So let's tap into object mode and let's add a mesh cylinder. Now because of the way that the cylinder is coming to blend, we need to rotate this in the y-axis by 90 degrees. So let's change this value down it to 90. We're back into view. Let's set the vertices to 65. And let's set the radius to 1.5 centimeters. I'll toggle x-ray mode. And then let's go back to box select and select the way lunch. I'm now going to add what is called a Boolean modifier. And what this will do is to enable the cylinder and the wheel arch to interact in different ways. So in this instance, we're going to subtract the cylinder from the way large. Let's go ahead and add a Boolean modifier. Because we are subtracting one from the other less, make sure that difference is selected. So with the way laughs now selected, if we go ahead and click on this Eyedropper, we want to subtract the cylinder. So just left-click on the cylinder. You can now see that the bounding box for the whale axis changed indicates the modifiers taken place. Let's now go over to the same properties. And if you click on this small icon on the side of the cylinder, we can hide the cylinder. You can now say that the Boolean has taken place and we have now got a nice smooth curve. The way latch. Let's go ahead and apply Shade Smooth will also turn on auto smoothing the object data properties. However, we still have this faceted look. The smoothing doesn't look like it's taken place. And the reason for the eyes, the cylinder which we use for the Boolean and which is acting on the way latch needs to be smooth as well. To solve this, we could do one of a few things. We could on Add the cylinder and select the cylinder. Right-click to shade smooth unless use auto smooth. And then let's add the cylinder again. And you can now say that we have a nice smooth curve for the wheel arch. So this would be fine if we wanted to adjust the with a cylinder was affecting the way large. That's a later point. For example, are going to arrive. You nag the cylinder. And then I'll select the cylinder and remove it and the y-axis. And then we can hide the cylinder again. And you can say that the Boolean position has changed. And we can do this as many times as we want, so long as we have the Boolean modifier still applied. I'll go ahead and undo that. Let's re-select the way large. And instead, because we're not going to be changing anything later in the process, let's just go ahead and apply the Boolean modifier. So that will make the way large a permanent object. So let's head over to the Modifiers tab. And under this drop-down menu, we can choose Apply. So the way latch is now its own object. And the cylinder is no longer having an effect on where the whole position is. So we can go ahead and select the cylinder keyboard shortcut X, and let's just delete that. And we're left with the we latch. Let's just make sure everything looks okay. I think we need to move the slightly in the y-axis just to line things up a little bit. And let's go to right view. And we'll just move the arch backing the y-axis. Little bit better. Now have another law. Looking at the pace to be some increasing going on in this area, Let's jump into edit mode, toggle x-ray mode as well. And let's left-click drag select these vertices. And you can see down here in the same statistics that we have two vertices selected. If you can't see the statistics. If you right-click in this bar, you can activate seen statistics from the menu by clicking the statistics box. That looks like one of the vertices is from the original edge loop, and then the other one is made by the cylinder is part of the Boolean. We can merge them into one vertex by right-clicking, scrolling down to merge vertices. And let's choose center. This will chose the center point between the vertices and bring them together into one vertex. You can now see you in the same statistics that we only have one vertex selected. Let's go ahead and do the same for these vertices. Again, right-click merge and merge and center of toggle out of x-ray mode. And also tap back into object mode. And you can see now that the arches smooth and we have no creasing at all. Okay, next let's add a bevel modifier. I'll set the segments to two unless activate harder normals. Let's just have a look to make sure everything looks okay. And I think the next thing to do is to add a mirror modifier. And let's mirror the way across to the other side of the body. So let's go back to the Modifier tab and choose mirror modifier. We're going to apply the mirror in the x axis only. So let's grab this eyedropper unless select the body. We can now say that the mirror stack and effect, and we have both way latches in place. Finally, let's rename this. We latch. And then let's save our progress. Instead of changing this number 2 Phi, we can go over here to this plus sign, and this will step up incrementally to the next numerical value. So let's go ahead and save that. Okay, I think that sits in the next lesson, we will start to model the whales and the wheel axles. So I will see you there.
7. Modelling the Wheel & Axle: In this lesson, we will start working on the wheels and the axles for our toy truck. So let's build on what we have already learned so far and use a different technique to model them are going to arrive you and toggle x-ray mode. And then let's add a mesh circle. I'll change the rotation in the y-axis to 90 degrees. Let's change the vertices to 64. And I'll change the radius to 1.6. I don't know if the circle until it roughly matches with the reference image. Let's also sent to the cursor that Shift S. And let's use cursor to select it. You can now see that the cursor centralized with the origin of the circle. I'm going to from view. Let's toggle edit mode. And then let's extrude these vertices along the x axis. Does a for x, followed by xs. Let's match up with the reference image. I'll left-click, drag, select the left arm vertices, and let's move them in the x-axis as well. Let's now talk a link to right view, and let's toggle back into object mode. And it looks like the surplus disappeared. However, if we scroll round in perspective view, you can see that the circle is still there. And now to add thickness to the circle and to add the extra geometry that we require, we're going to use a modifier. The modifier we're going to use is the solidify modifier. This will add thickness and depth to our match. Let's head over to the Modify tab and add a solidify modifier. And you can save that the extra geometry has been added. Okay, so we're not going for the Monster Truck look, selects, adjust the thickness of the mesh to better match our image. To do this, I'm going to change the thickness. So minus 1.3. And you can see now that we have created the first wheel of our truck. Let's right-click and shade smooth. And we'll also go into the object data properties and toggle auto smooth. And then let's add a bevel modifier, will go to the Modify tab, scroll down and choose Bevel modifier of change the amount to 0.08 and the segments to three. And then let's activate how the normals in the shading tab. Let's look in okay. Okay, that's the first wheel of our truck. The next section is to make the axle for the wheel. So let's go to right view. And let's add a mesh. Swear. I'll change the segments to 65, will lead the rings at 16, and we'll change the radius. So 0.4. Let's also rotate this sphere in the y-axis by 90 degrees. Let's go into from view. And then let's move this sphere in the x-axis. Okay, the next thing we're going to do is to isolate the sphere and work on this as an individual component. And to do that, while the sphere is still selected, we will use Shift hedge. Also frame select the sphere. Let's tab into edit mode. And we'll also toggle x-ray mode. You may be wondering why we rotate the sphere by 90 degrees. It's a sphere is round, so why would this matter? Well, we only need parts of the sphere for our geometry. If we made the adjustments in this direction, we would have all this geometry here to deal with, to make our modifications easy, we'll make the adjustment along this portion of the mesh. Make sure vertex select is activated unless left-click drag, select these vertices. I'll use keyboard shortcut X and delete the vertices. You may have noticed this earlier in the project, but if we are in front view, right view, top view, we can zoom in sleigh on the Mesh. However, if we were in perspective view, we start to zoom in, the mesh disappears. This is called clipping. We can affect this by going over to the Transform menu, that's N on your keypad. Let's select View. And the parameter we're interested in is clip status currently set to one centimeter. Let's set this to 0.1. You can now see when we zoom in in perspective mode, we can get a lot closer to the mesh. Let's go ahead and close the transform menu. Toggle edge select. Let's select one of these edges. And on the Select, let's choose edge loops. I'll toggle from view again unless extrude these edges to make a small flat D and X. And let's bring those out. So we'll go to about there. We're now going to bring these phases into make the axial section of our objects. Let's go into front view and tab into object mode. Let's unhide all of our objects using Option or Alt hedge. I'll make sure just the sphere is selected. And you can just make out the wheel open in that we created for the axle. Plus tab into edit mode. And then let's scale the edge until it's just smaller than the diameter of the wheel opening. To do this, we'll use the keyboard shortcut a followed by S. So that's extruding and scale in at the same time. Okay, Let's tap into front view and scroll out. Let's activate snap. And then let's extrude these phases along the x-axis, That's a followed by x. And let's snap them out to the center. I'll turn off snap, and let's toggle back into object mode and Shift H to isolate our object. Let's have a closer look at these edges. And I think we'll bevel this edge and this one. Let's toggle edit mode. And I'll select this edge and this one. And then let's select the edge loops. Control bay for the Bevel tool. Let's just create a small bevel. I'll make the width 0.02. And let's change the segments to three. Let's tap out of edit mode or right-click and choose Shade Smooth. And then let's just move this as well. And then let's hide all of our objects. That's Option or Alt H. I think that looks okay. Let's just double check. Okay, let's rename our objects. Let's change the sphere to actually select the wheel. And let's rename that wheel. And then let's go ahead and save our work. Choose six. Okay, that should do it for this lesson. In the next lesson, we will create the remainder of the wheels for our toy truck using a useful function called instance in. I'll see you there.
8. Instancing the Wheels: In this lesson, we will discuss instance in and apply this to our toy truck model. So the first part of the lesson will be an introduction to instance in this is purely a demonstration so you don't have to follow along. However, in the second half of the lesson, we will apply instance into our toy truck model. I'll create a new scene and then add some objects to our scene. So the first thing to notice is in the same statistic examine the vertices we have. Currently, this is 579. So let us make a duplicate of our objects. To make a duplicate in object mode with the objects selected, use Shift D. And we now have a duplicate. This is a machine its own rights and the so on object. We can now see as a result of this the vertices have increased alone. Do you can also make a duplicate a multiple objects in object mode, select, select all of the objects. Shift day. And again, you can see they've vertices of junk shop. I can repay this using shift. And we can create multiple objects. You can now see that the number of vertices is well over a 100 thousand and the faces of increased as well. So in really complex scenes, this can slow down your computer and also significantly increased the render times. So each one of these objects is the zone object and a mesh in its own right. So if we wanted to color any of the objects would have to do them individually. And you can say that this will be really time-consuming to do every single object. Another way to deal with this is instance in. I will delay all of the objects. So to start with, let's make a collection of these objects. So in its basic form, a collection is just a label for a group of objects for the purpose of organization. So let's select all of our objects. And using Control J, we will make a new collection. And then to make an instance of our tower collection, we use Shift a and scroll down to collection instance. And you can see that tower is displayed in the menu. Let's select that and let's move it clear. So we now have an instance which is not a mesh in its own right, but actually a rejection of the original mesh. So you can see down in the scene statistics that the vertices are still the same and also the faces. So let's make a duplicate of the towel instance using Shift D. Let's move up clear. Now can repeat this process like we did with the clickers. And you can say that we have multiple instances of the original object. Our vertices have not changed and the phases of no increase, that'll now these are purely projections of the original mesh. However, we can in object mode, manipulate each one individually. We can move them, we can scale them, and we can rotate them. So you can see that we can manipulate each of the individual projections as we did with the duplicate. Another advantage is if we wanted to call a multiple objects, we could color h will use in the original. So not only that, we could add text useful example to our original object, and this will be applied to all of the instances. So you can say that this can be a really powerful process to get acquainted with. So it can be particularly useful in game design where the polygon count rarely matches and frame rates are under constant scrutiny. Also, if you didn't want to see the instance in projection lines, we can turn them off in the overlays. It's hub and don't tick in extras. So let's go into our original sane and we'll use instance in as one of the modelling tools to create the wheels for our truck. Okay, To begin with, let's add a modifier to the whale, which minimize the prevalence solidified modifiers. And let's use the truck body as the mirror object. Also do a mirror of the axle. And then let's make a collection of the axle and the wheel. So we'll use Control J. Much just rename this wheel. Let's also put the cursor to the world knowledge in that shift S login. And then let's make an instance of the wheel collection so that shift a collection, scroll down and choose whale, going to rhyme view. And then g, y. And we can move the instance to match our reference image. Okay, Let's save our work services toward true seven. Okay, that should do it for this lesson. In the next lesson we will add the trailer reference images and also start work on the trailer itself. I'll see you there.
9. Modelling the Trailer: In this lesson, we will load the reference images for the trailer and also stack create in the trailer itself. To begin with, let's disable the reference images for the truck body. We don't need them anymore, so let's just hide them for now. I'll select the eye icon in the sink collection for each one and turn them off. Okay, Let us go into the right view and just make sure that the cursor is set to weld origin, Shift S, such a world origin. And then let's add a match cube. Will open up the transform menu, that's keyboard shortcut n. And let's change the x dimension to eight. That's the width of the trailer. Change the y which is the lens to 29. And let's change the height to 12 while we're at it. Let's reset the scale. Snazzy object, apply, apply scale. And then let's close up the transform menu. And then I'll toggle x-ray view. Let's just zoom in on the wheels. And let's move the queue to match it with the bottom of the whale. Chief removed, followed by and said, I should do. So Macau. And then let's move the cube in the y-axis. We don't know where it needs to be exactly selects, just move it somewhere approximately into position. Okay, now let's set the 3D cursor to the center of the object and Shift S k such a selected. And now let's load the side reference image that shift a image reference. Trail aside. Okay, let's scale that to our cube. And let's move it in the z-axis as G followed by a. Somewhere near. Head over to the object data properties. Unless set the capacity, we will go for around 0.2 as this image is quite bright. And then we now need to line the cube and the image up with our truck body. You can just say the trailer pivot satellites line these up, slightly image and also hold shift and select the cube unless move them in the y-axis, followed by Y. And then let's get them somewhere approximately near the pivot point of the truck. Okay. Let's add the two top view and load the top reference image and our shift. Let's use trailer top dot PNG. Again, we'll scale this down. And then I'll move it to match the cube. We need to scale it up just a little bit. Let's move in the x axis. Okay, Let's change the opacity to 0.2. Let's just check that way. I'll look in. Okay. Yeah, everything's lining up. Let's move the image is cleared of our object. Just make sure that they are lined up. Ok, and let's now rename the reference images. And let's also make them non selectable. Select the cube and go into edit mode is going to run view. And then let's use vertex select. And let's select the top vertices and move them to match the reference image. G, followed by a zed. We need to roll to the side reference image ever so slightly. I'll de-select the selectable tab. Let's go back into object mode and select the reference image for rotate. And let's just move that up ever so slightly better as they select that. Now, let's select the object again and go back into edit mode. Let's just move these top vertices. Left-click drag, select the bottom vertices and move them in the zed axis to match the reference image. And now let's add a couple of loop course. Control will pull on. They're going to do one around this area control. We'll place another one. Left-click ones, then track to position. Left-click to place. And we'll do one Marlow colon has control. Left-click. Once, move, left-click to place. Okay, let's add into top view. Okay, let's add a loop, cut down the middle of the trailer, which control? Left-click ones and left-click again to apply. Changes value to 0. So it's exactly on the center line. And then let's left-click, drag, select all of the left-hand vertices. Keyboard shortcut X, and let's delete those. Let's now add a mirror modifier. And we'll also select clip in. Let's go into Edge Select, and let's select this edge. And let's apply a bevel that's Control B. Set the width to four. Let's set the segments to 12. I'll also clumped the overlap. What this will do is stop the essay's trying to go past the center point. And then let's left-click to apply the bevel. Let's toggle into vertex mode. And we're now going to have two vertices on top of one another. You have a look down here, you can see that two vertices are selected. So let's right-click merge vertices at center. And now see that we only have one vertex. Let's do the same for this one. Right-click merge vertices at center. Let's toggle back into top view. And let's add an edge loop down this portion of the trail. Control. Left-click ones to set the edge loop, drag. Left-click to apply. Let's toggle into face select. I'll select this face hold shift and select this one into r9 view. And let's extrude those fears is as a, Let's extrude them to match the reference image. Let's also select this face, struggling to right view. And let's extrude that one as well. That's a for Extrude and let's match the reference image. So okay. Let's now toggle out of x-ray mode of travel into object mode as well. And let's move this. Also choose our tour smooth. And let's add a bevel modifier. I'll set the width tag to width, set the amount to 0.1. This should match you up with the floor of the truck. And then let's set the segments to fall on the geometry. Let's change miter out to 2. Then on the shared inlet select, Add a normals, which is miniature. We've got no crease in. Everything. Looks good. Frame select centralized that. Okay, let's go into Ri view. I'll select the truck wheel instance. And let's make a duplicate of that, that shift D and L, move that in the y-axis, so on, and that's G followed by Y. And let's move that to match up with the reference image. I'll toggle x-ray mode, suing a closer look. Let's make another duplicate and that shift D, G followed by Y. And let's match up with this, the reference image of toggle x-ray mode. And just make sure that everything is lined up. That's looking good. Let's rename our trailer. And then let's save our work. Is file save as toggle to the next numerical increment. Save us. Okay, that should do it for this lesson. In the next lesson, we will make the pivot block for the trailer pivot. I'll see you there.
10. Modelling the Pivot Block: Okay, In this lesson we will make the pivot block for our trailer sludge going to chop view. I'll toggle x-ray mode. And let's add a mesh cube. I'll make the size of five centimeters. And then let's move this in the y-axis to match our reference image, which go into edit mode. And I'll toggle vertex select. Let's just zoom in a little bit. Let's just start moving these vertices about. I'll move these in the y-axis. Okay, let's go into View. Left-click drag, select these vertices, move them in the zed axis. And then let's left-click and drag select these and move those as well. In the z-axis. Much toggle x-ray mode off just to get the better luck. And let's move this up slightly dash G followed by a set. And it looks okay. I'll toggle x-ray mode again, and let's just move these down ever so slightly. And then we'll just leave some clearance. Therefore, they trailer to pivot. I'll toggle x-ray mode back on again. And let's go into Edge Select. Scroll down and choose this edge hold Shift, and also choose this edge mice bevel those control be the bevel. You will notice that the center can actually go patched. So if we left-click, we can control this by using clump overlap and this will stop any overlap of the pebble. And you can say that's stopped right at the center. Let's change the width to 2.5. And then let's change the segments to 12. Struggle bucket chopped view, which control the ship to establish a slightly. Okay, That looks okay. My left-click to apply them. Let's toggle vertex select. And let's select this vertex here. You can say that we have two vertices where the bevels of come together. So let's merge those. Merge at center will select this one as well. Merge, merge and center, go back into top view, and then let's toggle into object mode. And let's now add a mesh cylinder, the radius 0.5. And let's move that in the y-axis. We'll toggle x-ray mode again. And let's hold Shift and select the pivot blop. Nice, isolate both those items that shift hedge. Then let's just select the pivot block unless add a Boolean modifier. And then let's choose the cylinder as the objects difference height of the cylinder. Let's just make sure everything looks okay. Let's apply this modifier. We don't need the cylinder anymore, so let's just go ahead and apply. I'll re-select the cylinder. And let's delete them. Let's add a shade smooth. And that's all chose small as well. And then let's add a bevel modifier. Change the segments to three, and let's have the normals in the shading tab. Let's go ahead and rename the cube to pivot block. And let's own hide everything else. That's optional. Alt hedge. It looks like we've only done the reference images for the tropes. Let's just go ahead and turn those off. So care, that's looking good. Just centralize everything. And let's save our work. File. Save as this toy truck 9. And that should do it for this lesson. Okay, in the next lesson, we will make the cradle for our choice rule can also add the logs. I'll see you there.
11. Finishing our Model: Okay, In this lesson, we will finish up the modelling of our toy truck by creating the cradles and the logs. So let's get started. We're going to chop view seven on your numpad. And let's toggle x-ray mode. That's Option said, I'll zed. And let's add a mesh cube. I'll make the size one centimeter. And then let's move this G followed by y. Okay, Let's toggle edit mode. And then let's just select the cube so we can see what's going on. And let's start moving the vertices about. Left-click drag, select these vertices and move them in the x-axis, g followed by x. Okay, Let's toggle, snap. I'll left-click drag, select these vertices and let's move them to the center. That's one toggle snap, and then left-click, drag, select all of the vertices, and let's just move them in the y-axis ever so slightly. And then let's add a loop cut. Control. Left-click ones much drag it into position, center of that line. And left-click to apply. Let's go into the right view and select all of these and move them down in the zed axis. Let's just toggle x-ray mode to make sure that those are positioned correctly. Okay, let's go into face select. I will select this face. Let's go back into view. And let's extrude that fears that shock could a. Let's match the reference image. Let's go back into top view. I'll toggle vertex select. Let's select these vertices. Also toggle x-ray mode. And then let's move those vertices in the x-axis. Match it with the reference image. Yep, should do. Again, let's toggle x-ray mode. Toggle Face, Select, select this face and let's delete that. And we'll choose fairs. And it's going to object mode and let's shade smooth. This will also go into object data properties and ultra smooth. And then let's add a mirror modifier. That's okay, good. Okay. Okay, let's now add a bevel modifier of change the amount to 0.1. Let's change the segments to three. Let's had and the normals was to start a cheque. Can see we've got some crease in here in the right in the corners, selects open the geometry tab under the bevel modifier unless change miter outer from shap to act should solve that. Out. There we go. Okay, let's rename this cradle. Let's go into view. And then let's just make a duplicate of this and that Shift D. And then if you follow that up with why we'll move that in the y-axis only. Let's use line with the reference image. Rename that Cradle to still that again, shift D y. And let's rename that one. Should do it. Okay, let's go into top view. I'll toggle x-ray mode. And let's add a mesh cylinder. Shift a mash cylinder. Let's change the radius to 1.25, which change the length to 25. And then let's rotate this in the x axis by 90 degrees. We just need to move that in the y-axis. Thus G followed by y. Match it with the reference image. Okay, Let's toggle out to x-ray mode. Let's select the cylinder and choose shared smooth. We'll also all chose move them. And then let's toggle into the mode of toggle edge select, and let's select this edge, scroll around, hold shift and select this one. And then let's select the whole edge loop. Okay, let's apply it bevel, that's Control. B. Set the width to 0.2, and I'll set the segments to fall and left-click to apply. Okay, let's toggle out of edit mode back into object mode. Let's go into front view as one on your numpad. And let's toggle x-ray mode. And then let's toggle snap. Okay, and then let's move this into position. Okay, I'll make a duplicate that shift D. Let's move that to the other side. So OK, and let's make one module per shift D. Let's just place that somewhere in the middle. And that looks about right, and we'll turn off snap. Let's rename the first cylinder. Log. Rename the second one, log T2. Let's rename the third log 3, which toggle x-ray mode. And then let's hide the reference images. Let's have a look at the model. That's looking really good. Okay, Let's save our work file, save as. And let's toggle to 10. And then let's just for now toggle off the extras to hide the instance in lines. Okay, my friends, the modelling of our toy truck is complete. I hope you have enjoyed the process as much as I have and that you've learned along the way. If you'd like to get creative, please check out the class projects I'd love to see what you come up with. So dooga involved, also look out for further classes in this series where we will go on to shared texture and render our toy truck. Best of luck, and thank you for watching. Bye for now.